Dissertations / Theses on the topic 'Computer Science'
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Seendani, Ajmal. "TEACHING COMPUTER SCIENCE WITHOUT COMPUTER : Teaching Computer Science in Afghan Secondary Schools." Thesis, Karlstads universitet, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32350.
Full textChelyadin, A. S. "History of computer science." Thesis, Сумський державний університет, 2013. http://essuir.sumdu.edu.ua/handle/123456789/33540.
Full textLocklair, Gary H. "Foundations of Computer Science A Survey of Computer Science via its Grand Ideas." NSUWorks, 2002. http://nsuworks.nova.edu/gscis_etd/680.
Full textStevens, William Eugene. "Computer Science Teacher Certification And Student Success on the Advanced Placement Computer Science Examinations." NSUWorks, 1991. http://nsuworks.nova.edu/gscis_etd/861.
Full textBewley, Samantha. "High School Computer Science Education." Thesis, Villanova University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13426311.
Full textOne of the challenges in the field of computer science is teaching the subject at the high school level. Thirteen computer science teachers, one technology teacher and one department chair for technology were interviewed to determine how they thought computer science education could be improved at the high school level. The qualitative research addressed curriculum, professional development, educational computer science standards and frameworks, technology, and pedagogy. Institutional Review Board approval was obtained for the research. Nvivo was used to analyze the interviews. When the results were compiled, many teachers were concerned that there were low numbers of students interested in computer science. Having low numbers or students enrolled in computer science classes contribute to low numbers of computer science teachers. Different way to address these problems are proposed.
Behnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.
Full textThis thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings. The results of these studies are evaluated using mixed methods to compare the effects of game elements on student motivation and learning in both formal and non-formal learning environments.
Sauls, Jaimie Elizabeth. "Changing Perceptions of Computer Science." Thesis, The University of Arizona, 2012. http://hdl.handle.net/10150/244791.
Full textPickrell, Nathan. "Efficiently managing the computer engineering and Computer Science labs." Thesis, California State University, Long Beach, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1522647.
Full textUniversity lab environments are handled differently than corporate, government, and commercial Information Technology (IT) environments. While all environments have the common issues of scalability and cross-platform interoperability, educational lab environments must additionally handle student permissions, student files, student printing, and special education labs. The emphasis is on uniformity across lab machines for a uniform course curriculum.
This thesis construes how a specific set of Computer Science labs are maintained. It describes how documentation is maintained, how the lab infrastructure is setup, how the technicians managing the lab build master lab images, how all of the workstations in the lab are cloned, and how a portion of the maintenance is handled. Additionally, this paper also describes some of the specialty labs provided for courses with functional topics.
Ertugrul, Erkan. "Computer-aided course enrollment system for Computer Science Curriculum Office." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA296129.
Full textJackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.
Full textJanzing, Dominik. "Computer science approach to quantum control." Karlsruhe : Univ.-Verl. Karlsruhe, 2006. http://www.uvka.de/univerlag/volltexte/2006/175/.
Full textGibson, Benjamin Ian. "Educational Games for Teaching Computer Science." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.
Full textTannis, Tamika P. "Teaching computer science principles using StarLogoTNG." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85510.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 81-83).
This thesis outlines the development of a 3-module set of lesson plans implemented using StarLogoTNG. The purpose of these lesson plans are to serve as a vehicle for teaching and reinforcing specific learning objectives of the CollegeBoard's Advanced Placement Computer Science Principles course, which has 7 main themes. Each lesson plan has as its focus a subset of learning objectives from one of the themes of Creativity, Data, or Internet, while simultaneously incorporating additional learning goals from the themes of Abstraction, Programming, Algorithms, and Impact. These interactive lesson plans go beyond the use of StarLogoTNG to complete specific tasks by integrating meaningful class discussions and occasional peer instruction and peer review activities. Such activities become catalysts for students to develop a deeper understanding of the course materials. By connecting learning goals from different themes of the course and packaging them in cohesive lesson plans that utilize methods of teaching for understanding, this thesis aims to provide a useful and effective set of a materials for the instruction of computer science principles.
by Tamika P. Tannis.
M. Eng.
Asokan, Abhishek. "IMPACT OF OFFSHORING IN COMPUTER SCIENCE." Kent State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=kent1164081419.
Full textHuang, Jianyuan. "Computer science graduate project management system." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3250.
Full textNi, Lijun. "Building professional identity as computer science teachers: supporting high school computer science teachers through reflection and community building." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42870.
Full textHickey, Peter J. "A microcomputer network for computer science education." Thesis, University of Ottawa (Canada), 1986. http://hdl.handle.net/10393/5023.
Full textWiggberg, Mattias. "Unwinding processes in Computer Science student projects." Licentiate thesis, Uppsala universitet, Avdelningen för datorteknik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-85844.
Full textFukuda, Kyoko. "Computer-Enhanced Knowledge Discovery in Environmental Science." Thesis, University of Canterbury. Mathematics and Statistics, 2009. http://hdl.handle.net/10092/2140.
Full textLambert, James Alexander. "The relationship between physics and computer science." Thesis, University of Bristol, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.559478.
Full textHernandez-Martinez, Paul. "Mathematics in an undergraduate computer science context." Thesis, University of Leeds, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.432339.
Full textMüller, Meinard, Thomas Prätzlich, and Christian Dittmar. "Freischütz Digital: When Computer Science Meets Musicology." Allitera Verlag, 2016. https://slub.qucosa.de/id/qucosa%3A23347.
Full textRyu, Mike Dongyub. "Improving Introductory Computer Science Education with DRaCO." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1943.
Full textProttsman, Christie Lee Lili. "Computational Thinking and Women in Computer Science." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/11485.
Full textThough the first computer programmers were female, women currently make up only a quarter of the computing industry. This lack of diversity jeopardizes technical innovation, creativity and profitability. As demand for talented computing professionals grows, both academia and industry are seeking ways to reach out to groups of individuals who are underrepresented in computer science, the largest of which is women. Women are most likely to succeed in computer science when they are introduced to computing concepts as children and are exposed over a long period of time. In this paper I show that computational thinking (the art of abstraction and automation) can be introduced earlier than has been demonstrated before. Building on ideas being developed for the state of California, I have created an entertaining and engaging educational software prototype that makes primary concepts accessible down to the third grade level.
Committee in charge: Michal Young, Chairperson; Joanna Goode, Member
Lowhorn, Greg L., and Anthony Pittarese. "Business Literacy for the Computer Science Professional." Digital Commons @ East Tennessee State University, 2008. https://dc.etsu.edu/etsu-works/3011.
Full textPeterson, Cynthia Lynn. "Using computer technology to enhance science education." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2109.
Full textMitchell, Carmen L. (Carmen Lois). "The Contributions of Grace Murray Hopper to Computer Science and Computer Education." Thesis, University of North Texas, 1994. https://digital.library.unt.edu/ark:/67531/metadc278692/.
Full textWebster, Linda D. "Measuring change in computer self-efficacy and computer literacy of undergraduates in an introduction to computers course /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p3164548.
Full textTarnoff, David. "Episode 0.0 – Prologue." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/3.
Full textWalsh, Brian Kendall. "Computer-aided mechanical ventilation." Thesis, Rush University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10111109.
Full textStatement of the problem: The systematic implementation of evidence-based practice through the use of guidelines, checklists and protocols has been shown to mitigate the risks associated with MV, yet variation in practice remains prevalent. Recent advances in MV, physiologic monitoring, device-to-device communication, computer processing and software engineering have allowed for the development of an automated point-of-care access to real-time goal setting and practice variance identification. Our aim was to assess the utility of a computer-aided MV (CAMV) system that displays variances and scores the overall MV course. Methods: A retrospective categorization of the ventilation and oxygenation statuses of patients within our pediatric intensive care unit (PICU) over a 2 '/z years period utilizing 15 rule-based algorithms was initiated as a proof of concept. Goals were predetermined based on generally accepted values. All patient categories were calculated and presented as a percent of recording time. Following the feasibility study, a retrospective observational study (baseline), followed by two sequential interventions made over a 2-month period was conducted. Phase I comprised a survey of goals of MV by clinicians caring for patients being monitored by the CAMV system. Phase II intervention was the setting and monitoring of goals of MV with a web browser based data visualization system (T3). An outcome measurement tool was developed to score each MV course. The MV score (MVS) evaluated four outcomes: (1) acceptable ventilation, (2) acceptable oxygenation, (3) barotrauma free and (4) volutrauma-free states as a percent of recording time. Results: Pilot consisted of 222 patients. The Baseline phase evaluated 130 patients, Phase I enrolled 31 patients and Phase II enrolled 36 patients. There were no differences in demographic characteristics between cohorts. One hundred and seventy-one surveys were completed in Phase I. An increase in the use of T3 by 87% was observed in Phase II from Phase I. MVS improved by 8.4% in Phase I and 11.3% in Phase II from Baseline. The largest improvement was in the volutraumafree category. MVS was 9% higher on average in those who survived. Conclusion: The use of CAMV was associated with an improvement in MVS. Further research is needed to determine if improvements in MVS through a targeted, process-oriented intervention such as CAMV will lead to improved patient outcomes.
Goudie, Robert J. B. "Bayesian structural inference with applications in social science." Thesis, University of Warwick, 2011. http://wrap.warwick.ac.uk/78778/.
Full textWatson, Jason. "Monitoring computer-based training over computer networks." Thesis, University of Huddersfield, 1999. http://eprints.hud.ac.uk/id/eprint/6910/.
Full textEllis, David Norman. "An evaluation of BASIC computer language as a prerequisite to university computer science." Thesis, University of British Columbia, 1989. http://hdl.handle.net/2429/28214.
Full textEducation, Faculty of
Curriculum and Pedagogy (EDCP), Department of
Graduate
Sall, Malkit Singh. "Variables predicting achievement in introductory computer science courses." Thesis, University of British Columbia, 1989. http://hdl.handle.net/2429/28487.
Full textEducation, Faculty of
Curriculum and Pedagogy (EDCP), Department of
Graduate
Kancans, Envall Mattis, and Axel Lewenhaupt. "The Swype Input MethodDegree Project in Computer Science." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-135974.
Full textTextinmatning kommer troligtvis alltid vara ett aktuellt ämne, där målet är att användaren skall kunna förmedla text till teknisk apparatur obehindrat. Denna rapport undersöker en textinmatningsmetod där kontinuerliga streck på ett tangentbord översätts till ord, även känt som swype . Rapporten finner att det med en förållandevis enkel algoritm och ett fåtal optimeringar är fullt möjligt implementera ett swype tillräckligt nogrannt för att vara ett realistiskt alternativ till nuvarande inmatningsmetoder för enheter med pekskärm.
Prayaga, Lakshmi. "Game development environment to teach computer science concepts." [Pensacola, Fla.] : University of West Florida, 2007. http://purl.fcla.edu/fcla/etd/WFE0000089.
Full textHewner, Michael. "Student conceptions about the field of computer science." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45890.
Full textEnglish, John. "A building blocks approach to computer science education." Thesis, University of Brighton, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.485950.
Full textStejskal, Ryan. "Test-Driven Learning in High School Computer Science." Thesis, University of Nebraska at Omaha, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1554641.
Full textTest-driven development is a style of software development that emphasizes writing tests first and running them frequently with the aid of automated testing tools. This development style is widely used in the software development industry to improve the rate of development while reducing software defects. Some computer science educators are adopting the test-driven development approach to help improve student understanding and performance on programming projects. Several studies have examined the benefits of teaching test-driven programming techniques to undergraduate student programmers, with generally positive results. However, the usage of test-driven learning at the high school level has not been studied to the same extent. This thesis investigates the use of test-driven learning in high school computer science classes and whether test-driven learning provides benefits for high school as well as college students.
Enström, Emma. "On difficult topics in theoretical computer science education." Doctoral thesis, KTH, Teoretisk datalogi, TCS, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-152357.
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Whobrey, Darren J. R. "Aspects of qualitative consciousness : a computer science perspective." Thesis, City University London, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301049.
Full textAldakheel, Eman A. "A Cloud Computing Framework for Computer Science Education." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1322873621.
Full textHunter, Jeffrey C. "Student Engagement in a Computer Rich Science Classroom." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426713813.
Full textMubark, Athmar. "Computer Science Optimization Of Reverse auction : Reverse Auction." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-68140.
Full textAdams, Saira-Banu. "Gaming and computer science: Bridging the gender-gap." University of the Western Cape, 2019. http://hdl.handle.net/11394/6764.
Full textAccording to the literature, women are still unrepresented in the field of information technology. Although many women study computer science at first year level, the dropout rate for women—before they graduate—is high, and if they graduate many decide neither to continue with their studies nor to work in the field of information technology. Research has shown that women who have been exposed to computing at some point during their school career or early in their lives, tend to be more open to choosing a career in computer science and are in many cases successful at it. The aim of this research is to understand what factors influence women to choose a career within computer science and to consider whether gaming would encourage young women to enter the field. Design Science Research was the methodology employed. It was chosen since an artefact was developed. For each of the five steps of this methodology a different method was chosen to address the research question. Surveys were administered to first year computer science students and both IT high school teachers and computer science honours students were interviewed. Non-computer science students were involved in the participatory design process.
Wu, Jichuan. "Web-based e-mail client for computer science." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2462.
Full textZilli, Davide. "Smartphone-powered citizen science for bioacoustic monitoring." Thesis, University of Southampton, 2015. https://eprints.soton.ac.uk/382943/.
Full textNadarajah, Kumaravel. "Computers in science teaching: a reality or dream; The role of computers in effective science education: a case of using a computer to teach colour mixing; Career oriented science education for the next millennium." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1003341.
Full textPraritsantik, Supachai. "Web-based interactive self-evaluation system for computer science in generic tutorial system for the sciences project." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2273.
Full textSawsaa, Ahlam. "A generic model of ontology to visualize information science domain (OIS)." Thesis, University of Huddersfield, 2013. http://eprints.hud.ac.uk/id/eprint/17545/.
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